Automobilista Released

Paul Jeffrey

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AMS V1 Released.jpg

Reiza Studios have released an update for PC racing simulator Automobilista, completing the games Steam Early Access programme as Automobilista moves to a full version 1 retail release.


Beta backers of the sim have benefited from early access to new content throughout the development of AMS, and will no doubt testify to the outstanding experience provided by the new Formula Vintage series cars made publically available in V1. Based on 1967 and 1969 spec Grand Prix cars, the Formula Vintage series is the main new content to be found in version 1. As is standard practice now for Reiza, the new update brings an extensive list of fixes and updates to the current Early Access version.

Renato Simioni of Reiza Studios has also confirmed that despite leaving Early Access, the team in Brazil have by no means abandoned development of AMS. With a range of DLC packages due to be released in the weeks ahead, work continues to optimize and improve the title. Simioni stated on the Reiza forum "development doesn´t stop with v1.0 release... You could say it´s just the end of the beginning".

Some further important info regarding this release:
  • A new player profile is strongly recommended.
  • Replays from v0.9.8 and earlier may not be compatible with v1.0
  • Mods might need to be updated - specially mods that are in the REIZA28 - REIZA35 range as those slots have been reserved for official content as well (modsin that range won´t show up in menu).
Full changelog from v0.9.8:

Content

Cars:
  • Added Formula Vintage series (1967 & 1969 seasons)

Tracks:
  • Added Flugplatz Bergschleife & Mendig Supertruck layouts to Mendig
  • Added circuits no 7 & 9 to Buenos Aires
  • Added West & Classic layouts to Kansai
  • Added South & Patriot layouts to VIR

Features & Fixes
  • Track conditions now cumulative over race weekend (no longer resets to initial state every session)
  • Added track progression & quali length options to AMS Dedicated tool
  • Added DynHUD spinner for alternative designs & two extra default options (CleanHUD & Telemetry)
  • DynHUD: Various stability & functionality fixes
  • Disabled 16bit option altogether from AMS Config
  • Added AMS Config option for alternative SweetFX presets & included some new presets
  • Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
  • Upped "reserved" slots in main menu for official content from previous 28 to 35 (so mods which were previously in that 29-35 range will need to be renamed to show up in main menu)
  • Folder "\SCREENSHOTS" is now created in root configurations folder rather than as subfolder of Userdata (needs to create a new config.inito take effect)
  • Fixed opponent class filter so it no longer displays different cars in a same class as the same
  • Added extra track and vehicle information to showroom & loading screens
  • Added music fade out during loading screen
  • Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
  • Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
  • Fixed bug with some sound effects looping during replays
  • Fixed bug with Multiplayer menu settings not working
  • Fixed issue with cars not featuring an onboard engine starter being unable to start in a formation lap by having pit crew fire up the engine
  • Fixed vehicle selection menu in multiplayer to display only allowed cars when running All Cars & Tracks
  • Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go
  • Tweaked position of Main Menu series spinner & added page number
  • Mod tracks are no longer listed for Time Trial mode
  • Added missing championship configuration options
  • Updated input binding options when a command is already mapped to another function
  • Added UI option for setting qualifying length
  • Added UI option for multiple race heats with reverse grids
  • Several adjustments to Garage UI
  • Renamed some track layouts to a more consistent standard & moved Historical venues to the same menu branch of their modern counterparts
  • Updated portuguese, french, spanish localization
  • Added messages for manual ignition
  • Revised Realfeel settings for several cars
  • Fractionally reduced overall AI aggression
  • Fixed FFB remaining loaded while hitting pause, ESC or instant replay
  • Removed redundant DRS & Push-to-pass messages when car in use is not equipped with such
  • Various shader improvements
  • Vehicle shadow optimization (all cars)
  • Updated feeler settings to minimise wheel interlock glitches
  • Added throttle mapping (built into the physics)
  • Fine tuned road dust properties
  • Fine tuned various sound effects
  • Sound updates to F-Vintage, Marcas, Boxer
  • Several car skin updates to F-V10, F-Reiza, F-Extreme F-V12, Superkart, Opala, Opala 86 & Added new Renault Fluence car
  • DynHUD: Fixed Delta Widget resetting in Time Trial mode after a restart
  • Speedland: Improved night lighting & fixed several collision issues
  • Improved AI paths for Londrina, Johannesburg Historic, Interlagos Historic, Montreal, Cordoba, Spielberg layouts
  • Johannesburg: Reduced bump in tarmac seams
  • Mendig: Several trackside detail updates
  • Kansai: Relaxed corridors on exit of corners with astroturf
  • F-Vee: Adjusted alpha channels in driver helmets
  • SuperV8: Added new cockpit model
  • F3: Added new cockpit-mounted LCD display alternative to both models; Adjusted team & driver names; Added remaining talent files; optimized LODs; Revised tire physics & default setup
  • SuperV8: Adjusted default setup fixed tires and rims blur settings
  • Boxer Cup: Texture optimization, new cockpit materials; fixed display temperature readings clipping above 100º, adjusted default roll bar stiffness
  • MR18: Revised tire physics
  • Lancer Cup: Revised tire physics; Fixed small hole in Lancer R cockpit
  • Opalas: Revised tires & AI
  • F-Reiza: Totally revised physics: New front geometry; Revised Tires; Changed setup, dampers, bumprubbers; added throttle map per gear
  • F-Extreme: New front geometry; Revised Tires;
  • F-V10:Texture optimization, new cockpit materials; fixed tires and rims blur settings, optimized LODs
  • Marcas: Updated LCD displays
  • F-Retro: Adjusted tires
OBS: Steam Achievements will be added shortly.

VX portal is also now also officially launched at www.virtualxperience.net ! You can access the multiplayer lobby and launch the sim straight from your browser. Our official public servers will also be deployed shortly.




Check out the latest physics development video for AMS by Niels Heusinkveld here. The video is an interesting 22 minute look back at the changes made to the game engine in Automobilista, presented by the man behind the magic.

Missed the Version 1 release trailer? Never fear, catch it here.

Automobilista is currently discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) at US $54.99. Membership upgrade (all DLCs + beta access for those that already own the game) will be available for US $24.99. Post Sunday 29th the game will return to the full retail price of US $39.99.

The best place to find the latest mods for Automobilista is right here at RaceDepartment. We have a wide variety of cars, tracks and mods for AMS ready to download today. Have a look through our modding archive or join in the discussion with your fellow community members. Better still, come and see for yourself what all the fuss is about - join in at one of our regular racing club events. We run races 7 days a week in a variety of car and track combinations.

AMS is finally out of Early Access. Do you have the game already? Would you recommend it to a friend? Automobilista not in your games library yet? Will you be picking it up now it has reached version 1? Let us know in the comments section below!
 
Last edited:
Two things that frustrate me about these updates...
1. I lost CART Extreme after the update...
2. I'm back to the default button mapping!!!

How can I avoid this?

1. Disable auto-update and read the patch notes before updating as well as checking forums to ensure no broken mods you care about.

2. Save your existing keymappings to a preset and load it if the update resets everything.
 
Should one of Reiza explain why this is so. <----ignore

oh, I think this is due to Steam.
I've found this on Steam. That's a good *kind off* workaround. ;)

Quote:
Sadly, you cant stop automatic updates anymore . If you dont want Steam to download them all the time you can limit your Auto Update schedule to times when you are not online. Its under SETTINGS/DOWNLOADS. Late at night for example. This way Steam schedules the updates but never downloads them. BUT, if you want to actually play a game that has a update scheduled you have to download it first before the game will start. But this way you can at least prevent updates for installed games you are not playing at the moment.
End Quote.
Cheers
Andrew :)
 
I've found this on Steam. That's a good *kind off* workaround. ;)

Quote:
Sadly, you cant stop automatic updates anymore . If you dont want Steam to download them all the time you can limit your Auto Update schedule to times when you are not online. Its under SETTINGS/DOWNLOADS. Late at night for example. This way Steam schedules the updates but never downloads them. BUT, if you want to actually play a game that has a update scheduled you have to download it first before the game will start. But this way you can at least prevent updates for installed games you are not playing at the moment.
End Quote.
Cheers
Andrew :)
thanks for the tip.
 
I've just had a quick look at it - there are official controller profiles for both the 360 and One controllers, however I only have the 360 pad and just tried it. It works but A) no rumble despite there being a "force feedback" option which offers wheel, joystick, and gamepad settings, and B) the default controller profile doesn't seem to have analogue elements calibrated for gamepad specific use, the controls are mapped correctly but seem extremely sensitive so you'll need to spend a short while setting up deadzones (mainly for the right stick look function) and sensitivity of the left stick as the steering is ultra quick as standard. I'm sure a good and usable preset can be made, although it's a shame one isn't provided by Reiza.
Hey! Thanks for that...so nothing has changed in this dept. unfortunately. I will a little longer, I am pretty sure they will work on that at some point...
 

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